- Entdecke die Pinnwand „GZSZ Vorschau“ von STARSonTV. Dieser Pinnwand folgen Nutzer auf Pinterest. Weitere Ideen zu Gzsz, Star wars. Wie geht's weiter bei Guten Zeiten, schlechte Zeiten? Alle Infos zu GZSZ mit Episoden-Infos zu allen Staffeln & Zusammenfassung zu verpassten Folgen. Vorschau zu GUTE ZEITEN, SCHLECHTE ZEITEN. Alle Sendungen im TV-Programm der nächsten Wochen. Infos und Fotos zu Ihrer Serie im.
Gzszvorschau GZSZ-Vorschau für Montag (02.11.), Folge 7126
Wie geht's weiter bei Guten Zeiten, schlechte Zeiten? Alle Infos zu GZSZ mit Episoden-Infos zu allen Staffeln & Zusammenfassung zu verpassten Folgen. Spoiler! Merle erklärt Jonas den Grund für ihr Shirt. Kaum sitzt er ihr gegenüber, hat er seinen Ärger vergessen. Sie können sogar kurz vergessen, was . Erfahre in unserer GZSZ Wochenvorschau schon jetzt, was bei Gute Zeiten, Schlechte Zeiten spannendes passieren wird. Mit unserem Episodenguide haben wir. In unserer Vorschau verraten wir euch, was in den kommenden Tagen und bis zu vier Wochen im Voraus bei GZSZ passiert. GZSZ-Vorschau für Montag (), Folge Moritz hat ein schlechtes Gewissen und leidet unter der angespannten Situation, nachdem herausgekommen. Montag, (Folge ) Felix spendet eine Vase für die Charity-Auktion. Beim genaueren Betrachten findet Nazan darin ein Kinderfoto von Felix. GZSZ Spoiler & Vorschau · October 22 at PM ·. Montag, (Folge ) Als Nazan Emily ihr Werbevideo für die Gala zeigt, stößt sie auf wenig.
Erfahre in unserer GZSZ Wochenvorschau schon jetzt, was bei Gute Zeiten, Schlechte Zeiten spannendes passieren wird. Mit unserem Episodenguide haben wir. Wie geht's weiter bei Guten Zeiten, schlechte Zeiten? Alle Infos zu GZSZ mit Episoden-Infos zu allen Staffeln & Zusammenfassung zu verpassten Folgen. Montag, (Folge ) Felix spendet eine Vase für die Charity-Auktion. Beim genaueren Betrachten findet Nazan darin ein Kinderfoto von Felix.
Gzszvorschau Was passiert bei "GZSZ"? VideoGZSZ: So dramatisch wird \
The first is a summary of the history of Anni and Jasmin in 10 minutes and the other three are typical fan made music videos.
Where can I watch videos of Anni and Jasmin with English subtitles? If you have reached this part of the post that means I already have you hooked.
Welcome to the Group of fans of Anni and Jasmin! The first thing you will probably notice is that there are no videos on Youtube of their complete story.
This curious phenomenon occurs because the shows owners are there with an eagle eye to take down any video content with GZSZ, so videos do not last very long.
But when has something stopped us lesbian fans? There you will have to purchase a membership to the site to access the private videos.
There is also a discount coupon available on the site where you can access the videos for free but you will have to complete a short survey first.
Related Posts. Dailymotion All Girl Fantasy on. Popular Posts. About us All Girl Fantasy is a blog made by lesbians for lesbians or other girls who like girls.
Read about the best lesbian movies to watch currently or get links to your favorite lesbian tv shows. We even provide lesbian related news.
Patrizias Entscheidung, Berlin zu verlassen, scheint nicht nur für sie die vernünftigste Lösung zu sein.
Kurz vor ihrer Abreise wird ihr Plan unerwartet infrage gestellt. Felix spendet eine Vase für die Charity-Auktion. Beim genaueren Betrachten findet Nazan darin ein Kinderfoto von Felix.
Als Nazan Lilly gesteht, dass Felix ihr noch etwas bedeutet, ahnt sie nicht, dass er ihre Worte hört. Merle verteilt verkleidet Flyer im Kiez.
Als Jonas sieht, wie ein Junge Merle schikaniert, schreitet er ein. Nur dumm, dass gar nicht Merle unter dem Kostüm steckt. Nicht nur denkt Nazan nach dem Zusammentreffen mit Felix wieder an ihn, sie muss auch noch fürchten, dass er ihr Telefonat mitgehört hat.
Als Nazan ihn anspricht, behauptet er, nichts gehört zu haben. Gute Zeiten, schlechte Zeiten: Wochen-Vorschau. Jetzt ansehen. Deutsche Erstausstrahlung: Mi Free-TV-Erstausstrahlung: Mi Deutsche Online-Premiere: Mi Sa Deutsche Erstausstrahlung: Do Free-TV-Erstausstrahlung: Do Deutsche Online-Premiere: Do Deutsche Erstausstrahlung: Fr Free-TV-Erstausstrahlung: Fr Deutsche Online-Premiere: Fr Fr Deutsche Erstausstrahlung: Mo Free-TV-Erstausstrahlung: Mo The expanded nine-person team exchanged further suggestions for the game and its content, such as lip-synchronised characters, although this was thought impossible.
As more people joined, Molyneux wanted Lionhead 's friendly atmosphere to remain, and their policy of only recruiting people who could fit in with existing members meant that the team had developed their own way of working.
According to Molyneux, team members questioned and competed with each other, resulting in a better quality of work. He said that "the team did the work of a group twice their number.
Molyneux stated that King Kong was an inspiration for the game. Molyneux thought that being admired with that level of devotion made one a god. The game crashed multiple times; Molyneux fixed the bugs using Microsoft Developer Studio before restarting.
He instructed the programmers to "Make it the most beautiful engine ever conceived by anybody, ever". Cottier developed the landscape system, and found a method of generating textures, enabling the reflection of various types of terrain.
Roberts created the creatures and the animation Eric Bailey later took over the creature animations . Evans described developing the engine as "a daunting task".
The entire game, including the tools and libraries , was written from scratch. A trial and error approach was taken: the team learned by trying something and changing what did not work.
They avoided using control panels , icons and buttons for casting miracles, preferring a gesture system. Molyneux commented that he would have been very disappointed if the system was dumped, but in the end, they got the feature working "beautifully".
Integrating the storyline was found to draw the player through the game in an unexpected manner, which led to the development of characters like Sable, the Creature trainer, and the advisers.
A great deal of effort was devoted to getting features such as the weather import working. The game was originally to feature battling wizards, who would have had creatures originally named Titans to raise, and be powered by belief.
A key idea was the ability to turn living beings into Titans. The team wanted the player to see the world from the same perspective as possessing a creature in Dungeon Keeper it was originally intended for the player to be able to take control of creatures in the first-person .
Molyneux wanted "limitless flexibility" and the ability to zoom out to see the world from the sky. It was decided to make the player a god when it was realised that humans could not wield the powers that were being implemented.
The spells that were to be cast became miracles, and the wizards' supporters became worshippers.
The mechanic of turning living beings into Titans was dropped because of problems with balance, with certain Titans having advantages over others.
None had unanimous support, so they ended up being called 'creatures'. Temples were originally named Citadels and some sported a medieval, fairy-tale look.
In January , Richard Evans was working out how the game judges the morality of the player's behaviour. He stated that this was "a hundred times more difficult" than similar tasks at Bullfrog Productions.
Lionhead wanted a maximum of 25 people so as not to break the "team spirit" atmosphere. At E3 , Molyneux gave a precise release date: 23 September The game was supposed to reach the alpha stage by 18 June, but by summer, it became clear that development was behind schedule, and the release date was pushed back to 10 November.
In September, it was pushed back again into , angering fans who were eagerly awaiting its release. Molyneux apologised for the delay. Shin Kanaoya of EA Square came to discuss the Japanese localisation, which was considered difficult due to the requirement of the use of two-byte characters to display the Japanese writing system , particularly the 20, Kanji characters, which would have posed RAM management issues.
Lionhead were considering using the Japanese fonts included with Windows. Molyneux said that might have been "insanely ambitious" with regard to the standards they set themselves for the graphics, because the system requirements were high and much of the custom software needed to be written.
The villagers' artificial intelligence had to be restricted by giving some control to the Village Centre as there was no limit on the number of villagers.
Molyneux said of the creature's artificial intelligence, "part of the game itself learns from everything you do and tailors itself to you", and described the creature as "an astonishing piece of work".
He also commented that the last months of development were "the hardest any of us has ever had to work", and that "without the right team, this game never would have happened.
Later development was done using other custom software. Alpha was reached in December Multiplayer mode nearly had to be dropped for this to happen, but the problems were fixed just in time.
Electronic Arts became involved in the production; testers were employed they found three thousand bugs , localisations were checked, and a marketing campaign was launched.
Fearing the bugs could kill the game, lists were sent to every member of the team, who had a chart, updated daily. The biggest problem was the final set, and fixing them created more bugs.
Molyneux commented that "It was as if the game just didn't want to be finished and perfected", and remarked that the team felt like they had run a marathon after fixing the bugs.
The end product was so large that they "almost felt lost within the code" which consisted of over a million lines, and took over an hour to compile.
People not involved with the game's development began playing it and were extremely impressed. Electronic Arts complained that the age at which the villagers were reproducing was below the age of consent for some countries, so this had to be changed.
Molyneux credited fans for making the hardest times worthwhile. Work on the story began in October , and took longer than expected. The team estimated two months, but soon realised they lacked the necessary skills to meet this deadline.
Bullfrog 's James Leach, who had previously worked on titles such as Dungeon Keeper and Theme Hospital , was recruited, and wrote many challenges, all the dialogue, and enabled the team to make the advisers characters rather than just sources of information.
A system was developed that moved their mouths into common phoneme shapes, used as a basis to turn them into graphic equalisers that move into shapes according to the sounds being played.
This facilitated localisation, as the game was to be translated into fifteen languages. Both advisers were voiced by Marc Silk , cutting the recording time by roughly half.
Healey redesigned the angel to be more like a fairy. He was accused of putting his girlfriend into the game, something which he agreed with on reflection: he admitted that it looked "rather a lot like her".
Much of the script was for the advisers, as they were to comment on everything happening as well as the other things players may want to do.
The challenges and quests were developed to keep players occupied while playing through the story. Molyeux told Leach about the ways of good and evil and the system's reflection of the player's behaviour, and provided him with a digital copy of the Bible with instructions to study the concepts due to their connection with gods and men.
Molyneux wanted a conflict between good and evil, and for the enemy gods to have the opposite alignment to the player. As a method of introducing the player to miracles and combat, a god whose alignment is the same as the player's was added.
Leach, Molyneux, and Webley were considering the final story when Jamie Durrant, an artist, became involved in the scripting language. A level designer, Ken Malcolm, was also hired, and their skills were considered invaluable.
Malcolm said that the challenges were imagined as films with multiple endings because the story elements were different to games based on levels.
According to him, the team had to "forget the rules" and focus on what players would do. World domination was the story's goal. The Creed was a way of achieving that goal without having to convert every tribe.
The intent was for the Creeds to be hosted inside creatures, obtainable only after the creature was dead. Winning the game would require three Creeds of the same alignment and their placement in the volcano on the fifth land.
The explosion would "shatter the world" and the world would be the player's. The team also wanted players to explore the world. The solution to this problem came in the form of the Gold Story Scrolls.
The other gods' actions and dialogue were written to be neutral as they could be either good or evil. Some were influenced by the player's alignment, but some lines were spoken regardless of the player's alignment due to lack of space.
The concept of good and evil also affected the gods' names: bias towards a particular alignment was avoided because they could be either.
Khazar and Lethys were "suitably old and legendary". The name Nemesis was to be replaced with "a huge, powerful name", but was liked by most of the team.
Programmer Oliver Purkiss was hired to program the villagers. He and Molyneux "worked tirelessly" to give the villagers autonomy and individuality without using too much processor power.
Purkiss said that they did not want players to believe that villagers were worthless. Afterwards, it was decided that the villagers should have different belief levels, so the player would need to impress more sceptical ones.
The script editor started out "simple", enabling programmers to perform camera angles and move villagers, and the first script was created when Cottier added a widescreen function.
Molyneux wanted "an epic tale", so tools such as cinematography and the ability to analyse the creature and the player's alignment and abilities were needed.
Jason Hutchens, an "expert in languages", was hired and helped create a "more natural" language compiler. The script editor and language were simple enough for non-programmers to use, and was also capable of writing complex scripts.
Shaw was head of music and sound. He handled the voice recording, all the sound effects, and composed the music. He also played instruments and sang: the first land's Missionaries' song featured the voices of Shaw and Webley.
It was originally Shaw's intention for there to be no dialogue. Shaw's lack of experience in playing "ethnic" instruments was a problem, but Steafan Hannigan, an expert on the subject, was enlisted to help.
Hannigan further enlisted a musical ensemble who covered the instruments for every tribe. The sessions were directed by Leach, and the lines were recorded onto hard disk by Electronic Arts engineer Bill Lusty.
The recordings were then burnt to CD, which were sent to Shaw, who then "cut up" each line and assigned them to those in the game.
The decision to base the creatures on real animals was made early on. To offer players variety, a mixture of benign and aggressive creatures was deemed necessary.
Due to technical restraints, bipedal creatures also provided greater flexibility for animation and game dynamics. The lion was constructed for the prototype.
The skeleton was added, which was used by an animator to perform movements. Each form was built from seven meshes and three texture sets.
This enabled subtle variation. Later, the eyes were built using separate geometry that moves independently, and were added using the game's creature editor.